/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.
static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * SpawnDialogue2D ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * Dialogue, const struct [FDialogueContext](API\Runtime\Engine\Sound\FDialogueContext) & Context, float VolumeMultiplier, float PitchMultiplier, float StartTime, bool bAutoDestroy )